Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I have a feeling the current pole is more of a aceholder for a fuller fishing mechanic. I hope so, anyway... I'd like to see different tiers of poles, as well as a fishing skill. And maybe different forms of bait that use neck tails, grey dwarf eyes, etc
It's not just a matter of adding craftable fishing rods. The rod obviously has to be coded but to does the code for the act of fishing, did you catch anything, is it this or that, can you this with it or do other things with it, on and on.
It's possible they're already working on fishing. Now what is needed is content. Create reasons for building bases. Base building in this game is as pointless as base building in No man's sky.
So you have to play in the beginning for 400g more + worms if you enjoy fishing.
Called content-stretching ^^''.
Fishing is already in the game but only once you buy the rod and bait from the trader. Until then, you have to rely on storms stranding fish on the shore and rocks.
Woah that's extremely besides the point! We are talking about a fishing rod...nothing else.
Have the trader trade something really valuable like say an extremely versatile Mead which helps against cold, endurance and health. Or let him trade a powerful sword and armor.
But a fishing rod? Come on!
Like i said - we could already built huge boats and bows. And since we can built that - why not a simple fishing rod? Finding the trader is hard on its on(my son visited another server and got the rod that way because there is no trader in his world - YET).
It is already in the game, but just not craftable and i can't understand this decision, if we can built such amazing other stuff, which demands far greater craftsmanship and skill.
The reel is constructed with a machined aluminum spool for added strength. It features an On/Off anti-reverse toggle, 3 ball bearings, plus a one-way clutch instant anti-reverse bearing.
The line is one of the best quality and value braided lines on the market. 8 Strands of tightly woven fibers makes for a perfectly round profile. The result is a much stronger, softer and smoother line that is more sensitive and farther casting.
Craftsmanship on this level does not exist in Valheim. Haldor must import those from Earth and let's just say it's not a simple portal delivery.
LOOOL! I love you ^^ Well...that explains it then ;)
Why should the fishing rod have to be a craftable item? That is my point, you can make up so many questions on how game mechanics works. The devs made a choice. Asking why is 100% pointless. Then if they made it craftable, the next question is "why can't we just dig up bait as well? Why do I have to buy it at the vendor?" And then followed up with why you have to also buy the belt.
You don't even need the rod, if you are creative in game:
https://www.youtube.com/watch?v=v3AH9qIBE-M
first, the devs should have left the name of it imacheater.
second, they should have created 1 or 2 loading screens explaining how the console is there to bypass any difficult or time consuming portions of the game followed by a list of all the commands.
these forums wouldn't have so many of these kinds of threads :)
But looking back, it wasn't too hard to find the trader on my third boat/mapping excursion. I suspect most find the trader sometime before or after iron. It kinda works I guess. Plus the rod takes no wear damage, presumably because it *can't* be crafted, and I appreciate that aspect. The cost was trivial after I became geared enough to explore forests without (too much) fear.